Phosphate
2011-06-30, 02:57 PM
The Astre
http://images.sixrevisions.com/2009/09/03-17_angry_mage.jpg
The greatness of celestial bodies. Billions of shimmering lights in the sky, radiating down on us with their ancient memories, knowledge, and valor. Making us seek them, making us thirst of their power. But in the end, the stars themselves choose their own champions, as is fit. As it is of those champion's duty to make the world...a little more alike to the sky. - Dranast, Senior Astre
Whenever a meteor falls and crumbles to nothing, whenever a star dies out, whenever, for whatever reason, a planet is destroyed, its spirit descends to mark the path and destiny of a generation. Certain individuals, born at the exact same moment a celestial body ceases to be, receive their entire power, and so, an Astre is created.
Astres have been greatly influential throughout history, largely aware that their purpose is to leave a deep mark on the world, for better or worse. They have been kings, queens, renown champions of justice, accomplished researchers, cunning archmages and generals commanding legions of troops.
But there is one thing all Astres have in common, a distinguished characteristic symbolic for the blinding light of the celestial body's demise that created them: they don't have a shadow.
Adventuring: Astres adventure to change things, people, the order of the world. They want to travel far and wide, and nothing hurts them more than anonymity. For them, knowledge, power and wealth are only means to the end of reshaping the world, which is not selfish, nor selfless, but the very reason they breathe.
Race: Any mortal intelligent race can produce an Astre, as starlight does not discriminate. However, undead of any kind cannot become Astres, as they are too much alike the dying celestial bodies that give such powers, and lose their Astre abilities if they had them while alive. Also, Outsiders can't become Astres, as they're fundamentally separated from the cycle of life and death, even on a cosmic scale.
Alignment: Any, except True Neutral and Lawful Neutral. An Astre may not seek to preserve the balance of the world, or refuse to interfere in events of major importance. Also, an Astre may not try to kill himself, ever. If an Astre does such things, he may lose his class features until he Atones. Atonement can't be granted within 5 days of losing the features.
Age: as sorcerer
HD: d4
Gold: as wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Searing Blast 2/day, Solar Feat|3|1+0
2nd|
+1|
+0|
+0|
+3|-|4|2+0
3rd|
+1|
+1|
+1|
+3|Astral Glimmer|4|2+0|1+0
4th|
+2|
+1|
+1|
+4|-|4|3+0|2+0
5th|
+2|
+1|
+1|
+4|Searing Blast 4/day, Solar Feat|4|3+0|2+0|1+0
6th|
+3|
+2|
+2|
+5||4|3+0|3+0|2+0
7th|
+3|
+2|
+2|
+5|Radiance|4|4+1|3+0|2+0|1+0
8th|
+4|
+2|
+2|
+6|Astral Glow|4|4+2|3+0|3+0|2+0
9th|
+4|
+3|
+3|
+6|-|4|4+2|4+1|3+0|2+0|1+0
10th|
+5|
+3|
+3|
+7|Searing blast 6/day, Solar Feat|4|4+3|4+2|3+0|3+0|2+0
11th|
+5|
+3|
+3|
+7|Charge Up|4|4+3|4+2|4+1|3+0|2+0|1+0
12th|
+6/1|
+4|
+4|
+8|-|4|4+3|4+3|4+2|3+0|3+0|2+0
13th|
+6/1|
+4|
+4|
+8|Improved Radiance|4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
14th|
+7/2|
+4|
+4|
+9|Inner Source: Structure, Astral Aura|4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
15th|
+7/2|
+5|
+5|
+9|Inner Source: Cohesion, Searing Blast 8/day, Solar Feat|4|4+4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
16th|
+8/3|
+5|
+5|
+10|Inner Source: Expression|4|4+4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
17th|
+8/3|
+5|
+5|
+10|Inner Source: Belief|4|4+4|4+4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
18th|
+9/4|
+6|
+6|
+11|Inner Source: Perfection|4|4+4|4+4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
19th|
+9/4|
+6|
+6|
+11|Greater Radiance|4|4+4|4+4|4+4|4+4|4+3|4+2|4+1|3+0|3+0
20th|
+10/5|
+6|
+6|
+12|Searing Blast 10/day, Solar Feat, Ascension, Join the Stars|4|4+4|4+4|4+4|4+4|4+3|4+3|4+2|4+0|4+0[/table]
Weapon and armor proficiencies: An Astre is proficient with all simple weapons and the short sword, no armor, and no shields. Weight of armor imposes arcane spell failure, as normal.
Skills per level: 4+int mod (x4 at first level)
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all)(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Celestial), Spellcraft (Int), Spot (Wis), UMD (Cha)
Class Features
Shadowless (Su): Lacking a shadow, Astres cannot use spells/techniques/enter classes that would require one.
Spellcasting: Astres, due to their source of power, have a dual nature: on one hand, and most importantly, they seize the energy of cosmic bodies as their own, capable to channel it through their words and gestures. On the other hand, they are touched by the universal sanctity of the forces that they dwell in.
As such, they have two kinds of spellcasting available to them: one arcane, and one divine. They are both Wisdom-based, so in both the Astre needs to have a Wisdom of 10+spell level to cast appropriate spells. An Astre also gains 1 spellcaster level per level for both.
The arcane spellcasting is spontaneous, and its spells per day are limited as shown in the class table, left numbers. For this, the Astre automatically learns all 0th level spells (cantrips) and all Evocation spells, once a spell slot of the appropriate level is acquired. Applying metamagic feats works just like for a sorcerer, increasing the time of casting. Having a high wisdom DOES NOT give additional spells per day.
The divine spellcasting is prepared, and the Astre does not need to have a patron deity to use it, and its spells per day are limited as shown in the class table, right numbers. To prepare his daily allotment of spells, an Astre must contemplate the night sky for 1 hour. He must be under the open sky, and the stars must be visible (if he is inside a building, or clouds cover the sky completely, he cannot prepare his spells). Also, he cannot use the contemplation more than once during the same night. An Astre can prepare his divine spells this way even if he did not rest. Having a high Wisdom DOES give additional spells per day. When preparing his Divine Spells, an Astre chooses spells from the Sun Domain, plus the domains of his alignment (so, for instance, a Chaotic Good Astre also has access to the Chaos and Good domains).
For both methods of casting, the DC for saves is 10+class level+Wis modifier
Searing Blast (Sp): Standard action. The Astre channels the energy of a star and throws it at an opponent, dealing 1dx damage to the target per caster level. Here, x is equal to the racial hd of the creature (so d8 for a humanoid, d10 for an ooze, etc). If no racial hd exists, the hd type that creature has the most of is used (so in case of 4d10+5d4, for instance, use d4. If he has equal values in two different hd, the one that would deal higher damage is chosen). This spell has a small range (25 ft+ 5 ft/2 levels) and is a ray, so it must succeed on a ranged touch attack to strike your target. This spell cannot deal more damage than half the maximum hp of the target.
Additionally, if there are multiple targets in the way of this ability, they each take damage equal to 1dx per caster level/2, where x is again the hd of each individual creature.
An Astre may, if his daily allotment of Searing Blasts is depleted, convert 1 arcane spell slot of at least level 4 into a use of Searing Blast. This conversion can be used once per day for every 5 class levels he has. This is done instantaneously.
Solar Feat: At levels 1, 5, 10, 15 and 20 an Astre may learn a feat from the Solar Feat list. He must meet all the prerequisites. These can't be taken as general feats.
Will of the Continuum
Prerequisites: Astre, Spot 4 ranks
Bonus: When being attacked, an Astre may roll a Will Save. If his AC (do not add dexterity bonus) is lower than the rolled Will Save by less than 5, use the Will Save instead, and add dexterity bonus to it (EVEN IF the Astre is flat-footed, running, or helpless). If his AC is lower than the Will Save by more than five, he will use AC+5 instead, and add dexterity bonus (again, even if he would be denied it). If his AC is higher than the Will Save, do nothing.
Nightly Flow
Prerequisites: Astre, Control Shape 4 ranks
Bonus: When threatened by a critical hit, you can make a Will Save against it, with a DC equal to the initial attack - your class level/3. If you succeed, the critical hit fails. If you fail, the opponent must still roll for attack again to see if the critical is scored.
Lunar Vitality
Prerequisites: Astre, Will of the Continuum, Nightly Flow
Bonus: Once per night, and only if the moon is visible, the Astre may completely heal all lethal and nonlethal damage dealt to him (except nonlethal damage cause by weather, thirst, and other such things) as a Free Action.
Searing Power
Prerequisites: Astre, Spellcraft 4 ranks
Bonus: When using an offensive spell, the Astre may accompany it with a Searing Blast at the same time. To do so, he must lose a use of Searing Blast for that day and the spell slot of the accompanied spell is increased by 1. This is not considered a metamagic feat, so the casting time of the accompanied spell does not change.
Searing Touch
Prerequisites: Astre, any Knowledge 4 ranks
Bonus: The Astre can use Searing Blast as a touch spell instead of a ray. If he does so, the damage is no longer capped. It is still affected normally by Radiance, Improved Radiance and Greater Radiance.
Heated
Prerequisites: Searing Power, Searing Touch
Bonus: The Astre permanently gains a bonus of 1 Searing Blast per day, and after using Searing Blast all opponents that use a melee ability on him for 2 rounds take 1d10 damage.
Suppressed Presence
Prerequisites: Astre, Concentration 4 ranks
Bonus: Decreases the attack bonus Astral Glimmer, Astral Glow and Astral Aura give to opponents by 2. You can dismiss your Radiance (normal, improved or greater) by making a Will Save against your own average Will Save (take 10 on it) as a full round action. If you succeed, you must do this again over 1 hour. If you fail, you cannot try this again for 1 hour. If you fail twice in a row, you get a +5 bonus for all subsequent tries that day, and if you succeed twice in a row, you get a -5 penalty for all subsequent tries that day.
Improved Suppressed Presence
Prerequisites: Suppressed Presence, Concentration 6 ranks
Bonus: Decreases the attack bonus Astral Glimmer, Astral Glow and Astral Aura give to opponents by 2, stacks with Suppressed Presence. You can dismiss your Radiance (normal, improved or greater) by making a Will Save against your own average Will Save (take 10 on it) as a full round action. If you succeed, you must do this again over 2 hour. If you fail, you cannot try this again for 30 minutes. If you fail twice in a row, you get a +4 bonus for all subsequent tries that day, and if you succeed twice in a row, you get a -4 penalty for all subsequent tries that day.
Suppressed Soul
Prerequisites: Suppressed Presence taken twice
Bonus: Your opponents gain no attack bonus from any of Astral Glimmer, Astral Glow or Astral Aura, you can dismiss and activate Radiances (and choose which one to activate) as a Standard Action, and you Gain the Slippery Mind rogue ability.
Star Knowledge
Prerequisites: Astre
Bonus: You automatically learn any 2 spells from the Knowledge Domain. Can be taken multiple times. These must still be prepared.
Star Sight
Prerequisites: Astre
Bonus:You automatically learn any 2 Divination spells. Can be taken multiple times.
Astral Glimmer (Sp): The Astre can make his soul seep out of his body. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 1 and opponents using melee skills on him take 1d4 damage ignoring DR, but the Astre cannot Hide, cannot gain any form of concealment or invisibility and opponents gain a +4 to attack against him.
Radiance (Su): An Astre radiates with celestial power. Anyone using a spell that detects alignment on him will have to make a Will Save against a DC of 10 + his Class Level or get the result Good, regardless of reality.
Also, in an area with a 20 feet radius centered on him, the Astre generates dim light, or if he already is in dim light, bright light. All the Astre's spells that normally had a Touch range now have a range equal to this area.
This ability is not active when the Astre is asleep or unconscious, but cannot be dismissed otherwise.
Astral Glow (Sp): The Astre can manipulate the astral nature of his soul even further. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 2 and everything in a 10 feet area around him, friend or foe, alive or object, attacking or inactive, takes 1d8 damage per turn, ignoring DR but not hardness. However, the Astre cannot Hide, cannot gain any form of concealment or invisibility and opponents gain a +6 to attack against him.
Charge Up (Sp): The Astre can both create and absorb energy. Once per day per class level, an Astre can give up 1 of his spell slots (divine or arcane), absorb the energy of a building-sized (at least 10 feet tall and wide) natural fire, draw energy from a magical item, except an artifact (flip a coin, if the result is tails the item loses its magical properties), or concentrate at the night sky for 60 minutes (can't be used at the same time with the contemplating for divine spells) to gain 1 charge. The maximum number of charges an Astre can have is equal to his Class Level.
Expending charges is a Free Action that can be used once per turn. You can expend 1 charge:
- instead of sleeping for 2 hours
- instead of breathing for 2d4 minutes
- instead of eating half a pound of food
- instead of drinking a gallon of water
- to ignore cold weather for 2 hours
- to ignore extremely cold weather for 30 minutes
- to remove the fatigued status
Improved Radiance (Su): An Astre of level 13 radiates even more. His moral alignment is always detected as Good.
Also, now he generates bright light in a 10 feet radius area around him, and dim light for another 20 feet. Spells that have a Touch range instead have a 30 feet range, and the range of all other Astre's spells, except self range spells, is increased by 10 feet.
This ability is not active when the Astre is asleep or unconscious, but cannot be dismissed otherwise.
Astral Aura (Sp):The Astre has a permanent and destructive presence outside of his body. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 4 and everything in a 20 feet area around him takes 2d4 damage per turn, ignoring DR but not hardness. Also, every opponent using a melee skill on him takes 1d6 damage. However, the Astre cannot Hide, cannot gain concealment, cannot become invisible and attacks made against him have a bonus of +8.
Inner Source, Structure: The Astre can maintain the intensity of his spells in the most dire of situations. If one of his spells fails against the spell resistance of a creature, he can retry the check once. Also, he can make a Will Save against a DC of 10 + the spellcaster level of the caster to use spells normally inside an antimagic field (he still cannot Dispel it). This save must be done for every single spell cast inside the antimagic field
Inner Source, Cohesion: The Astre is able to channel magic by thought alone, and no longer needs a somatic component for spells that have a casting time of 1 standard action or less.
Inner Source, Expression: The Astre does not need to call to the mystical forces, his will being enough to manipulate energy. He no longer needs verbal and divine focus components for spells that have a casting time of 1 standard action or less.
Inner Source, Perfection: The spells of an Astre defy the laws of the universe. He will ignore material components that have a cost of 1000 gold or less.
Greater Radiance (Su): An Astre of level 19 reaches the peak of his radiance. Abilities that involve alignment (not only those that detect, even damage dealing ones) do not work on him anymore.
Also, he generates a 25 feet radius area of bright light around him, and dim light for another 50 feet. All spells that have a range of under 75 feet change their range to that, and all spells that have a higher range increase it by 20 feet.
Join the Stars (Su):Two hours per night, an Astre may choose to Join the Stars. If he does so, he will instantly disappear and reappear in the same spot over 2 hours, these two hours will be treated as concentration, contemplation and actual sleep all at the same time. Join the Stars cannot be dismissed, it always lasts exactly 2 hours.
Ascension: At level 20, the Astre's soul becomes a shining star in itself. If he is Neutral on any of the two axis, he must choose a side now. He gains immunity to electricity and fire damage and spell immunity to evocation spells not cast by himself. He stops aging, and will not die from old age, but will still gain +1 to his mental stats once every 100 years. He must still eat, breathe, drink and sleep, though.
He gains a Fly speed of 50 feet (perfect), this is floating so he doesn't grow anything, and his land speed increases to 50 feet, if it wasn't already higher. Also, he may cast Greater Teleport at will, with two notable differences. Firstly, he cannot carry ANYTHING but himself. Not even equipment. Secondly, he can teleport freely in and out of antimagic fields, without needing to use the will save imposed by Structure.
Finally, an Astral that has Ascended is a hoarder of celestial energy. As such, should he ever die in battle, his corpse will generate the spell-like ability Astral Aura around it, centered on his skull. This lasts for 10 years or until his skull is completely disintegrated, whichever is longer. Cannot be dispelled.
http://images.sixrevisions.com/2009/09/03-17_angry_mage.jpg
The greatness of celestial bodies. Billions of shimmering lights in the sky, radiating down on us with their ancient memories, knowledge, and valor. Making us seek them, making us thirst of their power. But in the end, the stars themselves choose their own champions, as is fit. As it is of those champion's duty to make the world...a little more alike to the sky. - Dranast, Senior Astre
Whenever a meteor falls and crumbles to nothing, whenever a star dies out, whenever, for whatever reason, a planet is destroyed, its spirit descends to mark the path and destiny of a generation. Certain individuals, born at the exact same moment a celestial body ceases to be, receive their entire power, and so, an Astre is created.
Astres have been greatly influential throughout history, largely aware that their purpose is to leave a deep mark on the world, for better or worse. They have been kings, queens, renown champions of justice, accomplished researchers, cunning archmages and generals commanding legions of troops.
But there is one thing all Astres have in common, a distinguished characteristic symbolic for the blinding light of the celestial body's demise that created them: they don't have a shadow.
Adventuring: Astres adventure to change things, people, the order of the world. They want to travel far and wide, and nothing hurts them more than anonymity. For them, knowledge, power and wealth are only means to the end of reshaping the world, which is not selfish, nor selfless, but the very reason they breathe.
Race: Any mortal intelligent race can produce an Astre, as starlight does not discriminate. However, undead of any kind cannot become Astres, as they are too much alike the dying celestial bodies that give such powers, and lose their Astre abilities if they had them while alive. Also, Outsiders can't become Astres, as they're fundamentally separated from the cycle of life and death, even on a cosmic scale.
Alignment: Any, except True Neutral and Lawful Neutral. An Astre may not seek to preserve the balance of the world, or refuse to interfere in events of major importance. Also, an Astre may not try to kill himself, ever. If an Astre does such things, he may lose his class features until he Atones. Atonement can't be granted within 5 days of losing the features.
Age: as sorcerer
HD: d4
Gold: as wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Searing Blast 2/day, Solar Feat|3|1+0
2nd|
+1|
+0|
+0|
+3|-|4|2+0
3rd|
+1|
+1|
+1|
+3|Astral Glimmer|4|2+0|1+0
4th|
+2|
+1|
+1|
+4|-|4|3+0|2+0
5th|
+2|
+1|
+1|
+4|Searing Blast 4/day, Solar Feat|4|3+0|2+0|1+0
6th|
+3|
+2|
+2|
+5||4|3+0|3+0|2+0
7th|
+3|
+2|
+2|
+5|Radiance|4|4+1|3+0|2+0|1+0
8th|
+4|
+2|
+2|
+6|Astral Glow|4|4+2|3+0|3+0|2+0
9th|
+4|
+3|
+3|
+6|-|4|4+2|4+1|3+0|2+0|1+0
10th|
+5|
+3|
+3|
+7|Searing blast 6/day, Solar Feat|4|4+3|4+2|3+0|3+0|2+0
11th|
+5|
+3|
+3|
+7|Charge Up|4|4+3|4+2|4+1|3+0|2+0|1+0
12th|
+6/1|
+4|
+4|
+8|-|4|4+3|4+3|4+2|3+0|3+0|2+0
13th|
+6/1|
+4|
+4|
+8|Improved Radiance|4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
14th|
+7/2|
+4|
+4|
+9|Inner Source: Structure, Astral Aura|4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
15th|
+7/2|
+5|
+5|
+9|Inner Source: Cohesion, Searing Blast 8/day, Solar Feat|4|4+4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
16th|
+8/3|
+5|
+5|
+10|Inner Source: Expression|4|4+4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
17th|
+8/3|
+5|
+5|
+10|Inner Source: Belief|4|4+4|4+4|4+4|4+3|4+2|4+1|3+0|2+0|1+0
18th|
+9/4|
+6|
+6|
+11|Inner Source: Perfection|4|4+4|4+4|4+4|4+3|4+3|4+2|3+0|3+0|2+0
19th|
+9/4|
+6|
+6|
+11|Greater Radiance|4|4+4|4+4|4+4|4+4|4+3|4+2|4+1|3+0|3+0
20th|
+10/5|
+6|
+6|
+12|Searing Blast 10/day, Solar Feat, Ascension, Join the Stars|4|4+4|4+4|4+4|4+4|4+3|4+3|4+2|4+0|4+0[/table]
Weapon and armor proficiencies: An Astre is proficient with all simple weapons and the short sword, no armor, and no shields. Weight of armor imposes arcane spell failure, as normal.
Skills per level: 4+int mod (x4 at first level)
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all)(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Celestial), Spellcraft (Int), Spot (Wis), UMD (Cha)
Class Features
Shadowless (Su): Lacking a shadow, Astres cannot use spells/techniques/enter classes that would require one.
Spellcasting: Astres, due to their source of power, have a dual nature: on one hand, and most importantly, they seize the energy of cosmic bodies as their own, capable to channel it through their words and gestures. On the other hand, they are touched by the universal sanctity of the forces that they dwell in.
As such, they have two kinds of spellcasting available to them: one arcane, and one divine. They are both Wisdom-based, so in both the Astre needs to have a Wisdom of 10+spell level to cast appropriate spells. An Astre also gains 1 spellcaster level per level for both.
The arcane spellcasting is spontaneous, and its spells per day are limited as shown in the class table, left numbers. For this, the Astre automatically learns all 0th level spells (cantrips) and all Evocation spells, once a spell slot of the appropriate level is acquired. Applying metamagic feats works just like for a sorcerer, increasing the time of casting. Having a high wisdom DOES NOT give additional spells per day.
The divine spellcasting is prepared, and the Astre does not need to have a patron deity to use it, and its spells per day are limited as shown in the class table, right numbers. To prepare his daily allotment of spells, an Astre must contemplate the night sky for 1 hour. He must be under the open sky, and the stars must be visible (if he is inside a building, or clouds cover the sky completely, he cannot prepare his spells). Also, he cannot use the contemplation more than once during the same night. An Astre can prepare his divine spells this way even if he did not rest. Having a high Wisdom DOES give additional spells per day. When preparing his Divine Spells, an Astre chooses spells from the Sun Domain, plus the domains of his alignment (so, for instance, a Chaotic Good Astre also has access to the Chaos and Good domains).
For both methods of casting, the DC for saves is 10+class level+Wis modifier
Searing Blast (Sp): Standard action. The Astre channels the energy of a star and throws it at an opponent, dealing 1dx damage to the target per caster level. Here, x is equal to the racial hd of the creature (so d8 for a humanoid, d10 for an ooze, etc). If no racial hd exists, the hd type that creature has the most of is used (so in case of 4d10+5d4, for instance, use d4. If he has equal values in two different hd, the one that would deal higher damage is chosen). This spell has a small range (25 ft+ 5 ft/2 levels) and is a ray, so it must succeed on a ranged touch attack to strike your target. This spell cannot deal more damage than half the maximum hp of the target.
Additionally, if there are multiple targets in the way of this ability, they each take damage equal to 1dx per caster level/2, where x is again the hd of each individual creature.
An Astre may, if his daily allotment of Searing Blasts is depleted, convert 1 arcane spell slot of at least level 4 into a use of Searing Blast. This conversion can be used once per day for every 5 class levels he has. This is done instantaneously.
Solar Feat: At levels 1, 5, 10, 15 and 20 an Astre may learn a feat from the Solar Feat list. He must meet all the prerequisites. These can't be taken as general feats.
Will of the Continuum
Prerequisites: Astre, Spot 4 ranks
Bonus: When being attacked, an Astre may roll a Will Save. If his AC (do not add dexterity bonus) is lower than the rolled Will Save by less than 5, use the Will Save instead, and add dexterity bonus to it (EVEN IF the Astre is flat-footed, running, or helpless). If his AC is lower than the Will Save by more than five, he will use AC+5 instead, and add dexterity bonus (again, even if he would be denied it). If his AC is higher than the Will Save, do nothing.
Nightly Flow
Prerequisites: Astre, Control Shape 4 ranks
Bonus: When threatened by a critical hit, you can make a Will Save against it, with a DC equal to the initial attack - your class level/3. If you succeed, the critical hit fails. If you fail, the opponent must still roll for attack again to see if the critical is scored.
Lunar Vitality
Prerequisites: Astre, Will of the Continuum, Nightly Flow
Bonus: Once per night, and only if the moon is visible, the Astre may completely heal all lethal and nonlethal damage dealt to him (except nonlethal damage cause by weather, thirst, and other such things) as a Free Action.
Searing Power
Prerequisites: Astre, Spellcraft 4 ranks
Bonus: When using an offensive spell, the Astre may accompany it with a Searing Blast at the same time. To do so, he must lose a use of Searing Blast for that day and the spell slot of the accompanied spell is increased by 1. This is not considered a metamagic feat, so the casting time of the accompanied spell does not change.
Searing Touch
Prerequisites: Astre, any Knowledge 4 ranks
Bonus: The Astre can use Searing Blast as a touch spell instead of a ray. If he does so, the damage is no longer capped. It is still affected normally by Radiance, Improved Radiance and Greater Radiance.
Heated
Prerequisites: Searing Power, Searing Touch
Bonus: The Astre permanently gains a bonus of 1 Searing Blast per day, and after using Searing Blast all opponents that use a melee ability on him for 2 rounds take 1d10 damage.
Suppressed Presence
Prerequisites: Astre, Concentration 4 ranks
Bonus: Decreases the attack bonus Astral Glimmer, Astral Glow and Astral Aura give to opponents by 2. You can dismiss your Radiance (normal, improved or greater) by making a Will Save against your own average Will Save (take 10 on it) as a full round action. If you succeed, you must do this again over 1 hour. If you fail, you cannot try this again for 1 hour. If you fail twice in a row, you get a +5 bonus for all subsequent tries that day, and if you succeed twice in a row, you get a -5 penalty for all subsequent tries that day.
Improved Suppressed Presence
Prerequisites: Suppressed Presence, Concentration 6 ranks
Bonus: Decreases the attack bonus Astral Glimmer, Astral Glow and Astral Aura give to opponents by 2, stacks with Suppressed Presence. You can dismiss your Radiance (normal, improved or greater) by making a Will Save against your own average Will Save (take 10 on it) as a full round action. If you succeed, you must do this again over 2 hour. If you fail, you cannot try this again for 30 minutes. If you fail twice in a row, you get a +4 bonus for all subsequent tries that day, and if you succeed twice in a row, you get a -4 penalty for all subsequent tries that day.
Suppressed Soul
Prerequisites: Suppressed Presence taken twice
Bonus: Your opponents gain no attack bonus from any of Astral Glimmer, Astral Glow or Astral Aura, you can dismiss and activate Radiances (and choose which one to activate) as a Standard Action, and you Gain the Slippery Mind rogue ability.
Star Knowledge
Prerequisites: Astre
Bonus: You automatically learn any 2 spells from the Knowledge Domain. Can be taken multiple times. These must still be prepared.
Star Sight
Prerequisites: Astre
Bonus:You automatically learn any 2 Divination spells. Can be taken multiple times.
Astral Glimmer (Sp): The Astre can make his soul seep out of his body. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 1 and opponents using melee skills on him take 1d4 damage ignoring DR, but the Astre cannot Hide, cannot gain any form of concealment or invisibility and opponents gain a +4 to attack against him.
Radiance (Su): An Astre radiates with celestial power. Anyone using a spell that detects alignment on him will have to make a Will Save against a DC of 10 + his Class Level or get the result Good, regardless of reality.
Also, in an area with a 20 feet radius centered on him, the Astre generates dim light, or if he already is in dim light, bright light. All the Astre's spells that normally had a Touch range now have a range equal to this area.
This ability is not active when the Astre is asleep or unconscious, but cannot be dismissed otherwise.
Astral Glow (Sp): The Astre can manipulate the astral nature of his soul even further. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 2 and everything in a 10 feet area around him, friend or foe, alive or object, attacking or inactive, takes 1d8 damage per turn, ignoring DR but not hardness. However, the Astre cannot Hide, cannot gain any form of concealment or invisibility and opponents gain a +6 to attack against him.
Charge Up (Sp): The Astre can both create and absorb energy. Once per day per class level, an Astre can give up 1 of his spell slots (divine or arcane), absorb the energy of a building-sized (at least 10 feet tall and wide) natural fire, draw energy from a magical item, except an artifact (flip a coin, if the result is tails the item loses its magical properties), or concentrate at the night sky for 60 minutes (can't be used at the same time with the contemplating for divine spells) to gain 1 charge. The maximum number of charges an Astre can have is equal to his Class Level.
Expending charges is a Free Action that can be used once per turn. You can expend 1 charge:
- instead of sleeping for 2 hours
- instead of breathing for 2d4 minutes
- instead of eating half a pound of food
- instead of drinking a gallon of water
- to ignore cold weather for 2 hours
- to ignore extremely cold weather for 30 minutes
- to remove the fatigued status
Improved Radiance (Su): An Astre of level 13 radiates even more. His moral alignment is always detected as Good.
Also, now he generates bright light in a 10 feet radius area around him, and dim light for another 20 feet. Spells that have a Touch range instead have a 30 feet range, and the range of all other Astre's spells, except self range spells, is increased by 10 feet.
This ability is not active when the Astre is asleep or unconscious, but cannot be dismissed otherwise.
Astral Aura (Sp):The Astre has a permanent and destructive presence outside of his body. Triggering this ability and dismissing it are both swift actions. As long as this ability is active, the Astre has Fast Healing 4 and everything in a 20 feet area around him takes 2d4 damage per turn, ignoring DR but not hardness. Also, every opponent using a melee skill on him takes 1d6 damage. However, the Astre cannot Hide, cannot gain concealment, cannot become invisible and attacks made against him have a bonus of +8.
Inner Source, Structure: The Astre can maintain the intensity of his spells in the most dire of situations. If one of his spells fails against the spell resistance of a creature, he can retry the check once. Also, he can make a Will Save against a DC of 10 + the spellcaster level of the caster to use spells normally inside an antimagic field (he still cannot Dispel it). This save must be done for every single spell cast inside the antimagic field
Inner Source, Cohesion: The Astre is able to channel magic by thought alone, and no longer needs a somatic component for spells that have a casting time of 1 standard action or less.
Inner Source, Expression: The Astre does not need to call to the mystical forces, his will being enough to manipulate energy. He no longer needs verbal and divine focus components for spells that have a casting time of 1 standard action or less.
Inner Source, Perfection: The spells of an Astre defy the laws of the universe. He will ignore material components that have a cost of 1000 gold or less.
Greater Radiance (Su): An Astre of level 19 reaches the peak of his radiance. Abilities that involve alignment (not only those that detect, even damage dealing ones) do not work on him anymore.
Also, he generates a 25 feet radius area of bright light around him, and dim light for another 50 feet. All spells that have a range of under 75 feet change their range to that, and all spells that have a higher range increase it by 20 feet.
Join the Stars (Su):Two hours per night, an Astre may choose to Join the Stars. If he does so, he will instantly disappear and reappear in the same spot over 2 hours, these two hours will be treated as concentration, contemplation and actual sleep all at the same time. Join the Stars cannot be dismissed, it always lasts exactly 2 hours.
Ascension: At level 20, the Astre's soul becomes a shining star in itself. If he is Neutral on any of the two axis, he must choose a side now. He gains immunity to electricity and fire damage and spell immunity to evocation spells not cast by himself. He stops aging, and will not die from old age, but will still gain +1 to his mental stats once every 100 years. He must still eat, breathe, drink and sleep, though.
He gains a Fly speed of 50 feet (perfect), this is floating so he doesn't grow anything, and his land speed increases to 50 feet, if it wasn't already higher. Also, he may cast Greater Teleport at will, with two notable differences. Firstly, he cannot carry ANYTHING but himself. Not even equipment. Secondly, he can teleport freely in and out of antimagic fields, without needing to use the will save imposed by Structure.
Finally, an Astral that has Ascended is a hoarder of celestial energy. As such, should he ever die in battle, his corpse will generate the spell-like ability Astral Aura around it, centered on his skull. This lasts for 10 years or until his skull is completely disintegrated, whichever is longer. Cannot be dispelled.